Character formation method and apparatus in virtual scene, and device and storage medium

By displaying the recommended lineup position and preset position in the auto-chess game and implementing one-click array layout in response to the selection operation, the problem of not being able to adapt to the customized lineup position in the existing technology is solved, and the array efficiency and gaming experience are improved.

WO2025167483A1PCT designated stage Publication Date: 2025-08-14TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/072205
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-02-08
Filing Date
2025-01-14
Publication Date
2025-08-14

AI Technical Summary

Technical Problem

The one-click arraying function in the existing auto-chess game can only be used for preset positions and cannot be used for recommended lineup positions customized by players, resulting in complex and inflexible arraying operations.

Method used

Provide a method of character arrangement in a virtual scene. By displaying the recommended lineup position and preset position in the character arrangement interface, and displaying the virtual role in the virtual scene in response to the selection operation, one-click array of recommended lineup position or preset position is realized.

Benefits of technology

Improve the versatility and effectiveness of the one-click array layout function, simplifies the difficulty of players' array layout operation, saves time, and improves the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of computers. Disclosed are a character formation method and apparatus in a virtual scene, and a device and a storage medium. The method comprises: displaying a character formation interface, wherein a virtual scene and at least one recommended team placement and at least one preset placement are displayed in the character formation interface, the recommended team placement refers to the placement of a recommended team that is composed of at least one recommended virtual character, the preset placement refers to a placement that is preset, and each placement occupies at least one of a plurality of positions comprised in the virtual scene (420); and in response to an operation of selecting a first placement, displaying in the virtual scene at least one virtual character placed on the basis of the first placement, wherein the first placement is any one of the at least one recommended team placement and the at least one preset placement (440). The present application improves the universality and effectiveness of a one-key formation function and simplifies the formation operation difficulty of players, thereby improving the game experience.
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Description

Character arrangement method, device, equipment and storage medium in virtual scene

[0001] This application claims priority to Chinese patent application No. 202410179171.9 filed on February 8, 2024, entitled “Character Arrangement Method, Apparatus, Device and Storage Medium in Virtual Scenes,” the entire contents of which are incorporated herein by reference. Technical Field

[0002] The present application relates to the field of computer technology, and in particular to a method, device, equipment and storage medium for arranging characters in a virtual scene. Background Art

[0003] Auto Chess is a general term for a type of electronic strategy board game. The basic rules of the game are that players choose a combination of different types of chess pieces, and then arrange them on their own chessboard. The system automatically fights with other players' chess pieces. The loser of each round will have a certain amount of health deducted. This process is repeated many times until only one player survives.

[0004] In related technologies, the auto chess game has a one-click chess piece arrangement function. After the game player selects the desired virtual character lineup, the system will calculate the combat power value of each selected virtual character through a reasonable formula, and match the virtual characters and grids one by one according to the priority of the combat power value from high to low and the priority of the grids in the chess and card game, to obtain the chessboard after one-click arrangement.

[0005] However, the one-click formation function in the above method is only for the preset positions in the game and cannot be applied to the player's customized recommended lineup positions. Summary of the Invention

[0006] The present invention provides a method, device, equipment, and storage medium for arranging characters in a virtual scene. The technical solutions provided by the present invention are as follows:

[0007] According to one aspect of an embodiment of the present application, a method for arranging characters in a virtual scene is provided, the method being executed by a terminal, the method comprising: displaying a character arrangement interface, wherein a virtual scene and at least one recommended lineup position and at least one preset position are displayed in the character arrangement interface, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, each of the positions occupying at least one position among a plurality of positions included in the virtual scene; in response to an operation of selecting a first position, displaying at least one virtual character arranged based on the first position in the virtual scene, wherein the first position is any one of the at least one recommended lineup position and the at least one preset position.

[0008] According to one aspect of an embodiment of the present application, a device for arranging characters in a virtual scene is provided, the device comprising: a display module for displaying a character arrangement interface, the character arrangement interface displaying a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, each of the positions occupying at least one position among a plurality of positions included in the virtual scene; an arrangement module for displaying at least one virtual character arranged based on a first position in the virtual scene in response to an operation of selecting the first position, wherein the first position is any one of the at least one recommended lineup position and the at least one preset position.

[0009] According to one aspect of the embodiments of the present application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-mentioned method for arranging characters in a virtual scene. According to one aspect of the embodiments of the present application, a computer-readable storage medium is provided, the computer-readable storage medium storing a computer program, the computer program being loaded and executed by the processor to implement the above-mentioned method for arranging characters in a virtual scene. According to one aspect of the embodiments of the present application, a computer program product is provided, the computer program product including a computer program, the computer program being loaded and executed by the processor to implement the above-mentioned method for arranging characters in a virtual scene.

[0010] The technical solutions provided in the embodiments of the present application can bring the following beneficial effects:

[0011] By displaying at least one recommended lineup position and at least one preset position in the character formation interface, and in response to the operation of selecting the first position, at least one virtual character arranged based on the first position is displayed in the virtual scene. Compared with the one-click formation function in the related art that can only arrange the lineup for the preset positions, the technical solution provided by the present application adds a one-click formation function for the recommended lineup position, so that the one-click formation function can be used to arrange at least one virtual character currently to be arranged according to the recommended lineup position or the preset position, thereby improving the versatility and effectiveness of the one-click formation function, increasing the richness of the positions provided for the virtual characters, avoiding the need to determine the position of each virtual character one by one through human-computer interaction in the game, improving the efficiency of human-computer interaction, simplifying the difficulty of the player's formation operation, saving the time consumed in arranging virtual characters in turn-based chess games, improving the game experience, and increasing the number of games supported by the server providing background support for turn-based chess games per unit time. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] FIG1 is a block diagram of a computer system according to an embodiment of the present application;

[0013] FIG2 is a flow chart of a method for interactively playing a turn-based chess game according to an embodiment of the present application;

[0014] FIG3 is a schematic diagram of an interface of a turn-based chess game provided by one embodiment of the present application;

[0015] FIG4 is a card diagram of a chess piece card provided by one embodiment of the present application;

[0016] FIG5 is a schematic diagram of an effect card provided by one embodiment of the present application;

[0017] FIG6 is a card diagram of an equipment card provided by one embodiment of the present application;

[0018] FIG7 is a card diagram of a chess player card provided by one embodiment of the present application;

[0019] FIG8 is a flow chart of a method for interactive play in a turn-based chess game according to an embodiment of the present application;

[0020] FIG9 is a schematic diagram of a player selection interface provided by one embodiment of the present application;

[0021] FIG10 is a schematic diagram of a game interface in the preparation phase according to an embodiment of the present application;

[0022] FIG11 is a schematic diagram of an interface for playing cards in the preparation phase according to an embodiment of the present application;

[0023] FIG12 is a schematic diagram of an upgrade process of an upgrade button provided by one embodiment of the present application;

[0024] FIG13 is a schematic diagram of an upgrade process of an upgrade button provided by one embodiment of the present application;

[0025] FIG14 is a schematic diagram of a game interface during a battle phase according to an embodiment of the present application;

[0026] FIG15 is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0027] FIG16 is a flowchart of a method for arranging characters in a virtual scene according to an embodiment of the present application;

[0028] FIG17 is a schematic diagram of a character formation interface before formation according to an embodiment of the present application;

[0029] FIG18 is a schematic diagram of a character formation interface after formation based on recommended lineup positions provided by one embodiment of the present application;

[0030] FIG19 is a schematic diagram of a mirroring operation at a first station provided by one embodiment of the present application;

[0031] FIG20 is a schematic diagram of a character formation interface after a formation is arranged based on preset positions, provided by one embodiment of the present application;

[0032] FIG21 is a schematic diagram of front and back row scoring of virtual characters and virtual equipment provided by one embodiment of the present application;

[0033] FIG22 is a schematic diagram of a location priority table provided in one embodiment of the present application;

[0034] FIG23 is a flowchart of a formation algorithm corresponding to preset positions provided by one embodiment of the present application;

[0035] FIG24 is a flowchart of a formation algorithm corresponding to a recommended lineup position provided by one embodiment of the present application;

[0036] FIG25 is a block diagram of a device for arranging characters in a virtual scene according to an embodiment of the present application;

[0037] FIG26 is a structural block diagram of a computer device provided in one embodiment of the present application. DETAILED DESCRIPTION

[0038] To make the purpose, technical solutions and advantages of this application clearer, the following will further describe the implementation of this application in detail with reference to the accompanying drawings. The technical solution provided by this application can be applied to turn-based chess games. First, the terms involved in the embodiments of this application are introduced:

[0039] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before a game, and during the game, the "chess pieces" can automatically fight according to the pre-arranged formation. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game is usually round-based. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optionally, the turn-based chess game includes Auto Chess.

[0040] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0041] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.

[0042] The chessboard of traditional auto chess is divided into a battle area and a chess piece candidate area. Among them, the battle area includes several chess grids of the same size, which are used to place chess pieces for battle during the battle; the chess piece candidate area includes several candidate chess piece positions, which are used to place candidate chess pieces. The candidate chess pieces will not participate in the battle during the battle and can be dragged and placed in the battle area during the preparation phase. The chessboard area provided in the embodiment of the present application does not include the chess piece candidate area, but only includes the battle area. Regarding the setting method of the chess grids in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess grids. Schematically, n is an integer multiple of 2, and two adjacent rows of chess grids are aligned, or two adjacent rows of chess grids are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area. The users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the friendly battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the top and bottom sides of the battle interface respectively. The shape of the chess grid can be any one of square, rectangular, circular, and hexagonal, and the embodiments of the present application do not limit the shape of the chess grid.

[0043] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.

[0044] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.

[0045] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.

[0046] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.

[0047] 1 is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0048] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. The first terminal 110 is used by a first user 112. During the preparation phase of a game, the first user 112 uses the first terminal 110 to arrange chess pieces in the battle area of ​​the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the chess pieces based on the attributes, skills, and positions of the pieces in the battle area. A second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 may be a turn-based chess game program. When the second terminal 130 runs client 131, the user interface of client 131 is displayed on the screen of the second terminal 130. This client may be a client for an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of the game, the second user 132 uses the second terminal 130 to arrange chess pieces in the battle area of ​​the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces to play according to the attributes, skills, and positions of the chess pieces in the battle area. Optionally, the chess pieces arranged by the first user using the first terminal 110 and the second user using the second terminal 130 are located in different battle areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces arranged by the first user using the first terminal 110 and the second user using the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that in an optional embodiment, a game of a turn-based chess game is played by six user accounts. In each round, the six user accounts are matched up in pairs, and the two matched user accounts play against each other on the same chessboard during the round.

[0049] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or IOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 are the same or different device types, and the device type includes at least one of: a smartphone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group 4) player, a laptop computer, and a desktop computer. The following embodiment is described by taking the terminal including a smartphone as an example. Those skilled in the art will appreciate that the number of the above-mentioned terminals can be more or less. For example, the above-mentioned terminal can be only one (i.e., the user plays against the artificial intelligence), or the above-mentioned terminals can be 6, 8, or more. The embodiments of this application do not limit the number of terminals and device types.

[0050] Figure 1 shows only two terminals, but in various embodiments, multiple other terminals 140 may be connected to server 120. Optionally, one or more terminals 140 may be developers' terminals. A development and editing platform for a client supporting a virtual environment is installed on these terminals. Developers can edit and update the client on these terminals 140 and transmit the updated client installation package to server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can then download the client installation package from server 120 to update the client. The first terminal 110, the second terminal 130, and the other terminals 140 are connected to server 120 via a wireless or wired network.

[0051] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for clients that support a three-dimensional virtual environment (clients for turn-based chess games / clients for auto chess games). Optionally, the server 120 undertakes the main computing work and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the terminal undertakes the main computing work; or, a distributed computing architecture is used between the server 120 and the terminal for collaborative computing. In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (Input / Output Interface, I / O interface) 125. Among them, the processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124; the user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130 and other terminals 140, such as the user account's avatar, the user account's nickname, the user account's combat effectiveness index, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to fight; the user-oriented I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network.

[0052] An embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. Various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess pieces deployment, chess piece upgrades, and chess piece equipment additions, are simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the face of the card can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located. Figure 2 shows a flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application. This embodiment takes the method as an example of being executed by a terminal, and a client that supports turn-based chess games is running in the terminal. The method includes:

[0053] Step 220: Displaying a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand area, where at least one card is displayed in the hand area.

[0054] The game interface is the interface used by two player objects in a turn-based chess game to conduct turn-based battles. A player object can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player. Referring to Figure 3 , the game interface includes a chessboard area 10 and a hand area 11. The chessboard area 10 is used to accommodate at least one player object and at least one enemy object participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array, which are always displayed or only displayed at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to a chessboard located in a three-dimensional environment, not necessarily a three-dimensional chessboard itself. The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. The at least one card includes at least one of a card automatically drawn or dealt to the player by a background program, a card obtained by playing certain cards with a draw effect, and a player card acquired through the player's skill. The plurality of cards has an upper limit, such as a maximum of eight, and any excess cards are automatically discarded.

[0055] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.

[0056] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0057] Step 240: In the preparation phase, in response to the playing operation of at least one card, perform preparation operations related to the own side.

[0058] A card-playing operation refers to the act of playing one or more cards held. Illustratively, a card-playing operation involves dragging a selected card toward the board area. Alternatively, the card-playing operation includes a first click operation and a second click operation, where the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the card-playing operation. In some embodiments, a smart card-playing recommendation function may also be provided, whereby a card is played on behalf of the own player object in certain rounds, such as by the client intelligently recommending a card to play in the first few rounds for a novice player. At least one own chess piece is a virtual chess piece that participates in the game in at least one round (including the current round). If the board area is a two-dimensional board, the virtual chess piece is also a two-dimensional piece and is displayed as a two-dimensional icon or a two-dimensional image; if the board area is a three-dimensional board, the virtual chess piece is also a three-dimensional piece and is displayed as a three-dimensional model or a three-dimensional image. In the initial state, the number of own chess pieces in the board area may be zero, and the own player object can add, delete, or supplement the board area. The chess pieces of your side that were not killed in the previous round can be automatically inherited to the next round.

[0059] The display state of selected cards differs from that of unselected cards. Optionally, the selected card has a highlighting effect, including: a bold border, a highlighted border, a dynamic border, and its placement in the card queue shifting a preset distance toward the board. Battle preparation operations include: adding one or more own pieces, reducing one or more own pieces, upgrading one or more own pieces, adding equipment to one or more own pieces, reducing equipment from one or more own pieces, and having one or more own pieces grant a buff.

[0060] Because different card types have different effects, a preparation operation is performed on at least one of the player's pieces on the board based on the type of the selected card. During the preparation phase, the player object prepares at least one of the player's pieces on the board, and the enemy player object prepares at least one of the enemy's pieces on the board.

[0061] The character deployment method in the virtual scene provided by the present application is a character deployment method for at least one chess piece of the player object preparing for battle in the chessboard area during the preparation phase, which is used to move at least one chess piece of the player object in preparation to the corresponding chess square in the battle area to form the first position, so as to increase the player's chance of winning.

[0062] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0063] The automatic battle between your own and enemy chess pieces on the chessboard area does not require manual control by your own player object. Instead, the client or server automatically controls the battle between the chess pieces on the chessboard, based on factors such as the chess pieces' positions on the chessboard, their attributes, their levels, their skills, their attributes, and the joint enhancement properties between the pieces, until all of one side's pieces are killed. Both your own and enemy player objects have health points. After the round ends, a portion of the health points of the losing player object will be deducted. This portion can be determined based on the number of remaining chess pieces on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0064] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0065] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0066] Classification of card types: In some embodiments, card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards.

[0067] Piece Cards: Piece cards are used to summon or upgrade your own pieces within the board area. Figure 4 shows a schematic diagram of a piece card. Each piece card displays at least one of the following information: a piece image 21, a piece name 22, the energy cost of playing the card 23, the piece type or faction 24, the level the piece increases upon playing the card 25, and a description of the piece's additional effects 26.

[0068] The chess piece image 21 can be at least one of a head portrait, an icon, a bust, a full-length portrait, and a display animation of a virtual chess piece. FIG4 illustrates an example in which the chess piece image 21 is a bust of a virtual chess piece.

[0069] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.

[0070] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.

[0071] Piece type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified into at least one of the following: tank, warrior, assassin, mage, shooter, and support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual world. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual world both belong to the Great Wall. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example. The level 25 that a piece receives after a card is played refers to the level that the existing piece with the same name (i.e., the same piece) receives after the card is played. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then playing the card upgrades the piece to level 5. Optionally, cards of different qualities increase the levels of the same-named chess piece by different levels after being played. For example, five cards of different qualities increase the levels of the same-named chess piece by 1, 2, 3, 4, and 5 levels respectively after being played.

[0072] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.

[0073] Effect Cards: Effect cards are used to apply an effect to at least one gameplay factor within a game. This factor can include pieces, skills, equipment, amplification effects, levels, combat progress, and the card acquisition process. Figure 5 shows a schematic diagram of an effect card. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, the energy cost of playing the card 33, and a description of the effect card's effect 34.

[0074] The effect icon 31 may be an icon used to represent the buff effect of the effect card. FIG5 illustrates an icon with a hexagonal outer frame. The effect name 32 is the name of the effect card or the name of the buff effect.

[0075] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0076] The effect description 34 of an effect card is used to describe the effect of the effect card after use. The effects of an effect card include, but are not limited to, at least one of the following: 1. increasing the probability and / or quantity of a player obtaining a chess card; 2. increasing the probability or quantity of a player obtaining chess cards associated with a chess piece with the same name; 3. reducing the energy required for a player to obtain a chess card; 4. increasing the quantity of chess cards a player exchanges for; 5. reducing the energy required for a player to exchange for a chess card; 6. increasing the chess level of at least one chess piece on the field; 7. adding equipment to at least one chess piece on the field; 8. increasing the equipment level of at least one chess piece on the field; 9. reducing the energy consumption when playing or exchanging cards; 10. increasing the probability of obtaining certain cards; 11. increasing the quantity of certain cards obtained; 12. increasing the chance of exchanging cards, and so on.

[0077] For example, the "Two Players" card has an effect: randomly obtain two identical hero cards; the "Talent Search" card has an effect: choose one of three highest-quality hero cards available at the current player level; the "Copy" card has an effect: randomly obtain a card with the same name as a hero on the field; the "Abundant Harvest" card has an effect: instantly replenish your hand to 5 cards; the "Random Enhancement" card has an effect: increase the level of a random hero on the field by 5; the "One More Time" card has an effect: draw one card and gain one free card swap this round; the "Wish" card has an effect: reduce the energy cost of all cards by 1; and the "Add Card" card has an effect: draw two cards. In some embodiments, effect cards can be classified as at least one of: general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, use conditions, card effects, and range of effect. Piece-Type Effect Cards are cards with card attributes tied to the piece type. For example, only pieces of a specific piece type can obtain, use, or benefit from a card. Faction-Effect Cards are cards with card attributes tied to a faction. For example, a card with a certain piece-type effect has a certain chance of being obtained only when a piece of that piece type is played.

[0078] Equipment Card: An equipment card is used to equip at least one of your own chess pieces. Figure 6 shows a schematic diagram of an equipment card provided by an exemplary embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, the energy cost of playing the card 43, and a description of the equipment card 44.

[0079] The equipment icon 41 can be an icon used to represent the image or effect of the equipment. Figure 6 illustrates an example of an icon with a circular outer frame. The equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capabilities of your own pieces, or weaken the combat capabilities of enemy pieces, in terms of health, armor, defense, mana, and other dimensions. The energy value 43 refers to the amount of energy required to play the equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy values ​​of different cards may be adjusted periodically or irregularly based on game balance. The equipment description 44 of the equipment card describes the effect of the equipment after being worn.

[0080] Player Cards: Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, can only be acquired by a specific player avatar, can only be used by a specific player avatar, or are exclusive to a specific player avatar, etc., and this embodiment of the application does not limit this.

[0081] Figure 7 shows a schematic diagram of a player card provided by an exemplary embodiment of the present application. The player card displays at least one of the following information: a card icon 51, a player card name 52, the energy consumed when playing the card 53, and a description of the player card's equipment 54. Card icon 51 can be an icon representing a card effect. Figure 7 illustrates an icon with a hexagonal outer frame. Player card name 52 is the name of the player card or the name of an effect.

[0082] Energy value 53 refers to the energy consumed when playing the player card, and this energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities consume different amounts of energy when playing. For example, playing five different quality cards may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted regularly or irregularly based on game balance. Player card effect description 54 describes the effects that the player card can add after use. Player card effects can be the same or similar to those of chess piece cards, equipment cards, and effect cards, and can also extend beyond the scope of the effects of chess piece cards, equipment cards, and effect cards. In possible designs of various embodiments, player card effects can be designed to summon pieces, upgrade pieces, add equipment, add buffs, reduce energy consumption, affect the hand card acquisition process, and other effects. The effects of player cards can be designed to affect any process or details in the game, and this embodiment of the present application is not limited to this.

[0083] Based on the introduction to the four card types above, we can see that, on the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of the respective players. Using different card types, the various mechanics of turn-based chess games can be simplified into the card-playing process. This reduces the number of user interface elements required on the battle interface, simplifies the operation of the player's object, and improves the efficiency of human-computer interaction for the player's object. On the other hand, compared to 3D chess pieces, 2D cards cannot carry textual information well due to the limited textual information they can carry. However, the card characteristics of 2D cards naturally allow them to carry more textual information and icons. This allows 2D cards to carry more information within the limited display area of ​​small-screen terminals than the 3D chess pieces used in traditional battle preparation, improving information transmission efficiency. It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.

[0084] Card acquisition method: The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0085] Obtaining Cards: 1. Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and subsequent rounds will draw 2 cards. Obtaining Cards: 2. Use a preset piece card. Preset piece cards are pieces with additional abilities, such as drawing, adding, or copying cards. For example, a piece card with the same name as a currently playing piece will receive an additional effect card when played. Obtaining Cards: 3. Use a preset effect card. Preset effect cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 4. Use a preset player card. Preset player cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 5. Expend resources owned by your side in exchange, such as expending energy to draw or exchange. Obtaining Cards: 6. Upgrade your player avatar's player level. Upgrading your player level unlocks higher-quality cards or a larger number of cards. Obtaining Condition 7: Card pool level upgrade; after the card pool level upgrades, higher quality or more cards can be unlocked. Obtaining Condition 8: Purchase a card. Obtaining Condition 9: Preset Player Skills are triggered. Preset Player Skills are passive skills that have effects such as drawing, adding, or duplicating cards. For example, you can draw a player card every two turns or draw a player card every three cards played.

[0086] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.

[0087] FIG8 shows a flow chart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application. This embodiment uses the method executed by a terminal as an example. The method includes:

[0088] Player selection stage: Step 320: Select your own player virtual character, which is used to represent a virtual character that controls at least one of your own chess pieces.

[0089] Before each game begins, the player object selects the desired player avatar. Different player avatars have different player skills. Player skills are typically related to obtaining player cards, but can also be related to other game factors. In some embodiments, different player skills may have their own passive triggering mechanisms that allow the player object to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, a treasure player card is obtained. The effect of this treasure player card is: consume 1 energy point and increase the level of a designated player in the chessboard area by 2. As shown in Figure 9, before starting a game, a player selection interface is displayed. This player selection interface displays the six player avatars selected by the player object. Optionally, the player avatar 61 selected by the player object will be highlighted. Taking the case where the player object is player object 4 as an example, the virtual chess player character selected by player object 4 will be highlighted in a standing, enlarged and centered foreground manner, and the virtual chess players selected by other player objects will be displayed normally in a sitting position, normal size and distributed on both sides.

[0090] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.

[0091] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0092] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects their player avatar, they can click the "Confirm" button 65 to enter the ready state. The n player objects participating in a game match engage in turn-based combat, each pairing the other. Each round consists of a preparation phase and a combat phase.

[0093] Preparation phase for each round: Step 340: Display the game interface of the turn-based chess game, which includes a chessboard area and a hand card area.

[0094] With reference to Figure 10 , the board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is zero.

[0095] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0096] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.

[0097] Step 360: In response to the playing operation of at least one card, execute the preparation operation related to the own chess piece.

[0098] Card types include: at least one of chess piece cards, equipment cards, effect cards, and player cards. The player object can perform preparation operations with different functions by playing different chess piece cards. This step includes at least one of the following steps: Step 362: In response to the play operation on the chess piece card, perform a preparation operation related to at least one of the player's chess pieces in the chessboard area. Step 364: In response to the play operation on the equipment card, equip all or part of the at least one chess piece with virtual equipment. Step 366: In response to the play operation on the effect card, perform a preparation operation to add an effect to at least one factor in the game. Step 368: In response to the play operation on the player card, perform a preparation operation related to at least one factor in the game.

[0099] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0100] Regarding step 362 (Pawn Cards): In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first own chess piece is added to the board area. The first own chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first own chess piece is a chess piece that has not been summoned to the board area.

[0101] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.

[0102] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.

[0103] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.

[0104] Taking the example of the first chess piece card being the fourth card in Figure 10 , and referring to Figure 11 , in response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in accordance with the real-time position of the drag operation. The starting point of first indicator arrow 18 is the position of the first chess piece card before it is played, and the end point is the real-time position of the drag operation. When the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square. As can be seen from Figure 11 , this interaction method eliminates the chess piece preparation area. The hand area simultaneously accommodates both chess piece acquisition and preparation functions, achieving multiple functions within a single display area and improving human-computer interaction efficiency. In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card, and if a second own chess piece already exists in the board area, the chess piece level of the second own chess piece is upgraded in the board area. The second own chess piece is the chess piece corresponding to the second chess piece card. Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.

[0105] Regarding step 364 (equipment card): In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced-size equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.

[0106] In response to a dragging operation of dragging the second indicating element to a second own chess piece, the second own chess piece is equipped with virtual equipment, wherein the second own chess piece is an own chess piece that already exists in the chessboard area.

[0107] Regarding step 366 (Effect Cards): In some embodiments, the cards in the hand area include effect cards. In response to playing an effect card, an effect is added to at least one of the player's own pieces and / or an effect is added to the card acquisition process. Effect cards fall into two categories based on the objects they affect:

[0108] Type 1: Adds an effect to your own chess pieces within the board area. Type 2: Adds an effect to the card acquisition process.

[0109] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are on the field. In response to playing a Type 2 effect card, an effect is added to the card acquisition process, such as drawing two identical chess pieces consecutively.

[0110] For step 368 (player cards): in response to the operation of playing the player cards, perform at least one of the following preparation operations: increasing the number of own chess pieces, reducing the number of own chess pieces, upgrading the own chess pieces, adding effects to the own chess pieces, wearing props for the own chess pieces, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the life value of the own player object.

[0111] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.

[0112] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.

[0113] Swap: During the preparation phase, your player can swap one or more cards from their hand. Clicking the Swap button allows you to swap one or more cards. Swapping cards consumes energy. For example, you can only swap once per round, but you can swap multiple cards at once. Each card you swap costs 1 energy.

[0114] Card Deletion: During the card play process, drag a card to a designated location to delete or sell it. The resources consumed by the deleted card cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.

[0115] Player Level Upgrade Function: The player object gains a certain amount of energy each round. Unused energy from the current round accumulates and can be used to upgrade the player level. A higher player level increases the quality of the cards drawn each round, and also unlocks new abilities such as talents and purchasable equipment. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level increases, the quality indicator corresponding to the current player level illuminates, indicating the quality of the cards available at the current player level. The quality indicator can be, for example, a small rounded rectangle as shown in Figure 12, but other shapes or forms are also possible.

[0116] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.

[0117] During the battle phase of each round: Step 380: During the battle phase, the player's own chess pieces and the enemy's chess pieces are automatically engaged in battle on the board. This automatic battle process does not require manual control by the player object. Instead, the client or server automatically controls the battle based on factors such as the chess pieces' positions on the board, their attributes, their levels, their skills, their attributes, and the combined enhanced attributes of the pieces, until all of one player's pieces are defeated.

[0118] Figure 13 shows a schematic diagram of an automatic battle between a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and other functions of the two chess pieces during the battle do not require manual control by the player.

[0119] Battle settlement phase: Step 390: Calculate the health value of the virtual character of the player, and start the next round of turn-based battle or end the current game based on the health value.

[0120] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0121] When the health value is deducted to zero, the player is eliminated from the current game. If the health value has not been deducted to zero, the next round of turn-based battle will begin in the current game, and the player will continue to fight with one of the n player objects until they are eliminated, or they will be the last player standing to win the current game.

[0122] In some embodiments, damage calculations are based on the number of chess pieces remaining on the winning side. Figure 14 shows an animation effect showing the health of the losing side's chess piece 19 remaining, and the health of the player's chess piece avatar 61. A health bar can be displayed above the head of the chess piece avatar 61.

[0123] 15 , the settlement information of the current game is displayed on the settlement interface, including player rankings, players used by each player, lineups, piece types, and other information.

[0124] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0125] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0126] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.

[0127] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.

[0128] In a method for arranging characters in a virtual scene provided in an embodiment of the present application, before each round of game play, a player object performs a play operation on at least one chess card in an opponent's card area, thereby adding at least one player object to the board area. The player object can drag each player object's chess piece to any candidate square. Alternatively, in response to a play operation on a chess card, the player object can display the player object's chess piece in a predetermined area of ​​the board area, for example, on a square in the upper left or lower right area of ​​the board area. Furthermore, the player object can equip at least one piece of virtual equipment for each player object in the board area. The player object selects a first position from at least one recommended lineup position and at least one preset position. In response to the selection of the first position, the player object moves at least one player object to the square corresponding to the first position, thereby displaying the player object's chess piece based on the first position in the board area, thereby achieving a one-click formation effect for the player object.

[0129] Please refer to Figure 16, which shows a flowchart of a method for arranging characters in a virtual scene provided by one embodiment of the present application. The execution subject of each step of the method can be a terminal device, such as the first terminal or the second terminal described above. The method may include at least one of the following steps 420 to 440:

[0130] Step 420, displaying a character formation interface, wherein the character formation interface displays a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, and each position occupies at least one position among the multiple positions included in the virtual scene.

[0131] The character deployment interface refers to a screen that observes a virtual scene from the perspective of the player object. The virtual scene includes a chessboard area and N virtual characters (also referred to as N player pieces) to be deployed. The perspective of the player object can be the player object's first-person perspective or a fixed perspective of the chessboard area. The character deployment interface can be a display screen of the virtual scene captured by a virtual camera from the virtual scene. Optionally, the virtual camera captures the display interface of the virtual scene from the player object's first-person perspective. For example, the virtual camera is set directly in front of the player object. Through this virtual camera, the client observes the virtual scene from the player object's perspective, capturing and displaying a virtual environment image from the player object's first-person perspective. In addition, in an exemplary embodiment, the placement of the virtual camera is adjustable in real time. Optionally, the player can adjust the position and focal length of the virtual camera through touch operations on the virtual scene display interface, thereby capturing images corresponding to different positions and focal lengths. For example, a player can adjust the position of the virtual camera by dragging the virtual scene display interface; for another example, a player can adjust the focus of the virtual camera by zooming in on the details of the virtual scene. Alternatively, the chessboard area can display only the own battle area and the N virtual characters to be deployed in the own battle area, or it can display the own battle area and the N virtual characters to be deployed in the own battle area, as well as the enemy battle area and the virtual characters to be deployed in the enemy battle area. The N virtual characters to be deployed refer to the virtual characters corresponding to the N chess pieces added to the chessboard area during the battle preparation phase, in response to playing N cards and performing battle preparation operations related to the player's side. The specific implementation process can be referred to above step 240 and will not be repeated here. As shown in Figure 17, the character formation interface displays a virtual scene 1701, at least one recommended lineup position 1702, and at least one preset position 1703. The standing position refers to the chess position occupied by each virtual character in the chessboard area, and each standing position occupies at least one position (ie, chess position) among the multiple positions included in the virtual scene.

[0132] The recommended lineup position refers to the position of the recommended lineup composed of at least one recommended virtual character. The recommended virtual character refers to the virtual character that constitutes the recommended lineup, and the recommended lineup includes at least one recommended virtual character. The number of recommended virtual characters included in the recommended lineup may exceed the number of chess cards held by the local player object, or may be less than the number of chess cards held by the local player object. This application does not limit this. The recommended virtual characters are virtual characters selected independently by the local players. For example, the virtual characters include virtual character 1, virtual character 2, and virtual character 3. The local player selects virtual character 1 and virtual character 2 as the recommended virtual characters that constitute the recommended lineup. The recommended lineup position is the lineup position customized by the local players, that is, the customized position for at least one recommended virtual character. The recommended lineup position limits the chess position of at least one recommended virtual character respectively. As shown in Reference Figure 17, our players can add operations for recommended lineup positions, select the chess squares where the recommended virtual characters are to be placed in the blank chessboard area, and set the chess squares corresponding to each recommended virtual character. For example, our players can place recommended virtual character 1 on chess square 2, recommended virtual character 2 on chess square 5, recommended virtual character 3 on chess square 10, and so on, thereby forming the recommended lineup positions.

[0133] Preset positions refer to pre-set positions, which are pre-programmed when the game program is written. The number of virtual characters contained in each preset position is the same, usually the maximum number of cards that the player object can hold. The preset positions mark the squares occupied by the virtual characters to indicate that the square position can be used to place virtual characters, and do not limit the virtual characters to be placed in each square. For example, the preset positions include square 1, square 2, and square 3, where square 1 can be used to place virtual character 1 or virtual character 2, or it can also be understood that virtual character 1 can be placed in any of squares 1, 2, and 3. As shown in Figure 17, the character formation interface displays three preset positions, each of which occupies six square positions in the chessboard area, and the virtual characters in each square position are not limited.

[0134] Step 440: In response to the operation of selecting a first position, at least one virtual character arranged based on the first position is displayed in the virtual scene, wherein the first position is any one of at least one recommended lineup position and at least one preset position.

[0135] The first position can be any of the recommended lineup positions and preset positions displayed in the character formation interface, or it can be a newly added recommended lineup position during the current virtual game or before participating in a virtual game through the addition operation. After the player selects the first position, the chessboard area after the formation is directly displayed in the virtual scene, and the chessboard area contains at least one virtual character based on the first position. Exemplarily, the first position is selected by the player through human-computer interaction from at least one recommended lineup position and at least one preset position.

[0136] In some embodiments, in response to the operation of selecting the first station, at least one virtual character is displayed in the virtual scene in a formation based on the first station based on a formation algorithm. The implementation process of the formation algorithm can be executed on the terminal device side or on the server side, which is not limited in this application. The following explanation is based on the execution of the formation algorithm on the terminal device side.

[0137] In some embodiments, in response to the operation of selecting the first station, the first station displayed in the character formation interface is switched to a mirrored station, where the mirrored station is a station obtained by performing a mirroring operation on the first station.

[0138] The mirrored station displays at least one position in the virtual scene occupied by the first station in a mirrored manner. As shown in FIG19 , after performing the mirroring operation on the first station, squares 1, 2, and 3 occupying the first row of the chessboard area at the first station, and squares 6, 7, and 8 occupying the first row of the chessboard area at the mirrored station are displayed as mirrored positions with the squares occupied by the first station.

[0139] In response to the operation of selecting the first position, at least one virtual character arranged based on the first position is displayed in the virtual scene; at the same time, the first position displayed in the character arrangement interface is switched to a mirrored position. Therefore, in response to the operation of selecting the first position, the character arrangement interface displays at least one virtual character arranged based on the first position and the mirrored position.

[0140] Exemplarily, Figure 17 shows a schematic diagram of the character formation interface before formation, and Figure 18 shows a schematic diagram of the character formation interface after formation based on the recommended lineup positions. The position of at least one recommended virtual character in the virtual scene shown in Figure 18 is displayed as a mirror image of the recommended lineup positions displayed in Figure 18, that is, in response to the operation of selecting the recommended lineup positions, at least one virtual character arranged based on the recommended lineup positions is displayed in the virtual scene, and at the same time, the recommended lineup positions displayed in the character formation interface are switched to the mirror image positions of the recommended lineup positions, so the display area of ​​the recommended lineup positions in Figure 18 is displayed as the mirror image positions of the recommended lineup positions.

[0141] Figure 20 shows a schematic diagram of the character formation interface after the formation is based on the preset positions, wherein (1) in Figure 20 is a schematic diagram of the character formation interface after the formation is based on preset position 1, and the display area of ​​preset position 1 in (1) in Figure 20 has been switched to display the mirror position of preset position 1. Figure (2) in Figure 20 is a schematic diagram of the character formation interface after the formation is based on preset position 2, and the display area of ​​preset position 2 in (2) in Figure 20 has been switched to display the mirror position of preset position 2. Figure (3) in Figure 20 is a schematic diagram of the character formation interface after the formation is based on preset position 3, and the display area of ​​preset position 3 in (1) in Figure 20 has been switched to display the mirror position of preset position 3.

[0142] In some embodiments, in response to selecting the mirror position, at least one virtual character arranged based on the mirror position is displayed in the virtual scene.

[0143] The player on the team selects a mirror position, and the chessboard area after the formation is displayed in the virtual scene. The chessboard area includes at least one virtual character based on the mirror position.

[0144] By switching the first position to a mirror position after executing a one-click formation, a quick way to switch positions is provided to the players on the team. Players can present another position by selecting a mirror position, making it convenient for players to quickly change the position of their virtual characters, simplifying the difficulty of the player's formation operation, and improving the richness of the game.

[0145] The technical solution provided by the embodiment of the present application displays at least one recommended lineup position and at least one preset position in the character formation interface, and in response to the operation of selecting the first position, displays at least one virtual character in the virtual scene in the formation based on the first position. Compared with the one-click formation function in the related art that can only be used to form a formation for the preset position, the technical solution provided by the present application adds a one-click formation function for the recommended lineup position, so that the one-click formation function can be used to form at least one virtual character currently to be formed according to the recommended lineup position or the preset position, thereby improving the versatility and effectiveness of the one-click formation function, increasing the richness of the positions provided for the virtual characters, avoiding the need to determine the position of each virtual character one by one through human-computer interaction in the game, improving the efficiency of human-computer interaction, simplifying the difficulty of the player's formation operation, saving the time consumed in forming a formation of virtual characters in turn-based chess games, improving the game experience, and increasing the number of games supported by the server providing background support for turn-based chess games per unit time.

[0146] The following is a detailed introduction to the execution process of the array arrangement algorithm, which includes at least one of the following steps 520 to 560.

[0147] Step 520: Allocate the N virtual characters to be deployed into M character groups. The character groups are divided according to the position type. Both N and M are positive integers.

[0148] One position type corresponds to one character group, and M character groups correspond to M position types. The position type is used to indicate the distribution area of ​​the chess square positions occupied by the virtual characters in the chessboard area. This application does not limit the position area corresponding to each position type.

[0149] In some embodiments, the M character groups include a front-row character group and a back-row character group. The position type corresponding to the front-row character group is the front-row position type, and the position type corresponding to the back-row character group is the back-row position type. The front-row position type means that the distribution area of ​​the chessboard positions occupied by the virtual characters is in the front-row area, and the back-row position type means that the distribution area of ​​the chessboard positions occupied by the virtual characters is in the back-row area. The division of the front-row area and the back-row area is not limited. The front-row area refers to the area relative to the back-row area, that is, the area located before the back-row area. The back-row area refers to the area relative to the front-row area, that is, the area located after the front-row area. For example, the chessboard area includes 4 rows of squares. If the front-row area is the first 3 rows of squares, then the back-row area is the fourth row of squares. If the front-row area is the first row of squares, then the back-row area is the last 3 rows of squares.

[0150] In some embodiments, the position types can also be divided into front row position types, middle row position types, and back row position types, whereby the M character groups include the front row character group, the middle row character group, and the back row character group. Alternatively, the position types can also be divided into left column position types, middle column position types, and right column position types, with the distribution area corresponding to each position type occupying at least one column on the chessboard, whereby the M character groups include the left column character group, the middle column character group, and the right column character group. Alternatively, the position types can also be divided into upper left position types, upper right position types, lower left position types, and lower right position types, with the distribution area corresponding to each position type occupying a corner area on the chessboard, whereby the M character groups include the upper left character group, the upper right character group, the lower left character group, and the lower right character group. Exemplarily, each of the M position types corresponds to one or more square positions on the chessboard. As described above, this application does not limit the specific positions of the position types, and overlapping areas between different position types are not excluded.

[0151] Based on the scores of the N virtual characters for each of the M standing position types, the N virtual characters to be deployed are assigned to M character groups. The virtual characters in each character group are deployed in the standing area corresponding to the standing position type of the character group. For example, the virtual characters in the front row character group are deployed in the front row area corresponding to the front row standing position type.

[0152] Optionally, after allocating the N virtual characters to be deployed to the M character groups, the number of virtual characters in the character groups may be 0.

[0153] In some embodiments, taking the i-th virtual character among N virtual characters as an example: for the i-th virtual character among the N virtual characters, determine the scores corresponding to the i-th virtual character for M types of standing positions, and obtain M scores, where i is a positive integer less than or equal to N.

[0154] Assign the i-th virtual character to the character group corresponding to the first standing type among the M standing types, where the first standing type refers to the standing type corresponding to the maximum value among the M scores.

[0155] It can be understood that by determining the scores corresponding to each of the N virtual characters for the M types of positions, M scores corresponding to each virtual character are obtained, and then the N virtual characters to be deployed are allocated to M character groups according to the M scores corresponding to each virtual character.

[0156] Furthermore, the above step 520 can be implemented as steps 521 to 525.

[0157] Step 521: For the j-th standing position type among the M standing position types, obtain the character score corresponding to the i-th virtual character for the j-th standing position type. The character score is used to represent the adaptability of the virtual character for the j-th standing position type, where j is a positive integer less than or equal to M.

[0158] Each virtual character is equipped with a character score for M types of positions. The character score is a score pre-written when the game program is written, which is used to characterize the adaptability of the virtual character for each type of position. The character score corresponding to the j-th type of position of the i-th virtual character is used to characterize the adaptability of the i-th virtual character for the j-th type of position, specifically refers to the adaptability of the i-th virtual character in the position area corresponding to the j-th type of position. If the character score corresponding to the j-th type of position of the i-th virtual character is the maximum value among the M character scores of the i-th virtual character for M types of position, it means that the i-th virtual character is more adapted to the position area corresponding to the j-th type of position. Different virtual characters have different character scores for the same type of position. Specifically, the character score of the virtual character for the position type is related to the type of virtual character (that is, the type of chess piece mentioned above) and the level of the virtual character (that is, the level of the chess piece mentioned above). As shown in Figure 21 (1), for the same virtual character, such as character 1, when its level is 1, the front row score of character 1 is 80, when its level is 2, the front row score of character 1 is 120, and when its level is 3, the front row score of character 1 is 160. It can be seen that the higher the level of the virtual character, the higher the score of the virtual character for the same standing position type, so as to give priority to high-level virtual characters in the virtual scene and improve the virtual competitive ability of the team. For different virtual characters of the same level, when character 1 is level 1, the corresponding front row score is 80, when character 2 is level 1, the corresponding front row score is 180, when character 3 is level 1, the corresponding front row score is 20, and when character 4 is level 1, the corresponding front row score is 80. It can be seen that the role score of the virtual character for the standing position type is related to the type of the virtual character. The role score of the virtual character for different standing position types can be the same or different. In Figure 21 (1), each virtual character has different role scores for the front row standing position type and the back row standing position type. If the character score of the virtual character for the front row standing type is greater than the character score of the virtual character for the back row standing type, it means that the adaptability of the virtual character for the front row standing type is greater than the adaptability of the virtual character for the back row standing type, such as character 2 and character 4.

[0159] Step 522: If the i-th virtual character is equipped with L virtual equipment, obtain the equipment score corresponding to each of the L virtual equipment for the j-th standing position type. The equipment score is used to represent the adaptability of the virtual equipment for the j-th standing position type, and L is a positive integer.

[0160] Each virtual equipment item is assigned an equipment score for each of M position types. The equipment score is a score pre-programmed during game programming and is used to characterize the virtual equipment's suitability for each position type. The equipment score for the lth virtual equipment item for the jth position type characterizes its suitability for the jth position type. Specifically, it refers to the suitability of the lth virtual equipment item when deployed in a virtual character in a position area corresponding to the jth position type. If the equipment score for the lth virtual equipment item for the jth position type is the maximum of the M equipment scores for the lth virtual equipment item for the M position types, then the lth virtual equipment item is more suited for the position area corresponding to the jth position type. l is a positive integer less than or equal to L. Each virtual character can be assigned at least one virtual equipment item, each of which is assigned an equipment score for a position type. If the i-th virtual character is equipped with L virtual equipment items, the equipment score for the i-th virtual character for the j-th position type is calculated based on the equipment scores for the L virtual equipment items for the j-th position type. The equipment score of the i-th virtual character corresponding to the j-th position type can be the score obtained by adding the equipment scores of L virtual equipment corresponding to the j-th position type, or the score obtained by weighted summation of the equipment scores of L virtual equipment corresponding to the j-th position type, or the average score of the equipment scores of L virtual equipment corresponding to the j-th position type. This application does not limit this.

[0161] The equipment scores of different virtual equipment for the same position type can be the same or different. As shown in Figure (2) in Figure 21, for different virtual equipment, the front row scores corresponding to equipment 1 to equipment 4 are all 5, and the front row scores corresponding to equipment 5 to equipment 7 are all 15. If the equipment score of the virtual equipment for the front row position type is greater than the equipment score of the virtual equipment for the back row position type, it means that the adaptability of the virtual equipment for the front row position type is greater than the adaptability of the virtual equipment for the back row position type, such as equipment 5, equipment 6 and equipment 7. In some embodiments, the virtual equipment has an upgradeable level, and the equipment score of the virtual equipment for the position type is related to the type of the virtual equipment and the level of the virtual equipment. The higher the level of the virtual equipment, the higher the equipment score of the virtual equipment for the same position type.

[0162] Step 523: Calculate the score of the i-th virtual character for the j-th position type based on the character score of the i-th virtual character for the j-th position type and the equipment score of each of the L virtual equipment for the j-th position type.

[0163] Alternatively, the score corresponding to the i-th virtual character for the j-th position type may be the score obtained by adding the character score of the i-th virtual character for the j-th position type and the equipment score of each virtual equipment in the L virtual equipment for the j-th position type; or the score obtained by weighted summing the character score of the i-th virtual character for the j-th position type and the equipment score of each virtual equipment in the L virtual equipment for the j-th position type; or the average score of the character score of the i-th virtual character for the j-th position type and the equipment score of each virtual equipment in the L virtual equipment for the j-th position type, etc. Optionally, the score corresponding to the i-th virtual character for the j-th position type may be calculated based on the character score of the i-th virtual character for the j-th position type and the equipment score of the i-th virtual character for the j-th position type. Then the score corresponding to the i-th virtual character for the j-th standing position type can be the score obtained by adding the character score of the i-th virtual character for the j-th standing position type and the equipment score of the i-th virtual character for the j-th standing position type; it can also be the score obtained by weighted summation of the character score of the i-th virtual character for the j-th standing position type and the equipment score of the i-th virtual character for the j-th standing position type; it can also be the average score of the character score of the i-th virtual character for the j-th standing position type and the equipment score of the i-th virtual character for the j-th standing position type, and so on.

[0164] The score of the i-th virtual character for the j-th standing position type is used to represent the comprehensive adaptability of the virtual character for the j-th standing position type. In some embodiments, if the i-th virtual character is not equipped with virtual equipment, the score of the i-th virtual character for the j-th standing position type is obtained based on the character score of the i-th virtual character for the j-th standing position type. For example, the character score of the i-th virtual character for the j-th standing position type can be directly determined as the score of the i-th virtual character for the j-th standing position type.

[0165] Step 524 : Obtain M scores based on the scores of the i-th virtual character corresponding to the M types of standing positions.

[0166] By combining the character score of the virtual character for the position type and the equipment score of the virtual equipment for the position type when calculating the score of the virtual character for the position type, the final score of the virtual character for the position type comprehensively considers the position type of the virtual character, as well as the characteristic attributes of the virtual character and the virtual equipment. The resulting score can more accurately represent the adaptability of the virtual character for the position type, thereby improving the accuracy and rationality of subsequent grouping.

[0167] Step 525: assign the i-th virtual character to the character group corresponding to the first standing position type among the M standing position types, wherein the first standing position type refers to the standing position type corresponding to the maximum value among the M scores.

[0168] After obtaining the scores corresponding to the i-th virtual character for M types of standing positions, the maximum value among the M scores is determined, and the standing position type corresponding to the maximum value among the M scores is determined as the first standing position type corresponding to the i-th virtual character, thereby assigning the i-th virtual character to the character group corresponding to the first standing position type.

[0169] For example, if the scores of the i-th virtual character corresponding to the M standing position types are 80, 90, and 95 respectively, the i-th virtual character is assigned to the character group corresponding to the standing position type corresponding to 95 points.

[0170] In some embodiments, the M character groups include a front-row character group and a back-row character group. If the score corresponding to the i-th virtual character for the front-row position type is greater than the score corresponding to the i-th virtual character for the back-row position type, then the i-th virtual character is assigned to the front-row character group. The front-row position type is the first position type corresponding to the i-th virtual character, and therefore, the i-th virtual character is assigned to the front-row character group corresponding to the front-row position type.

[0171] If the i-th virtual character's score for the back row position type is greater than the i-th virtual character's score for the front row position type, then the i-th virtual character is assigned to the back row character group. The back row position type is the first position type corresponding to the i-th virtual character, so the i-th virtual character is assigned to the back row character group corresponding to the back row position type.

[0172] Through the above steps, the score corresponding to the i-th virtual character for the j-th position type is obtained, thereby obtaining the scores corresponding to the i-th virtual character for the M position types. According to the scores corresponding to each virtual character for the M position types, the comprehensive adaptability of each virtual character for the M position types is determined, and the virtual character is assigned to the character group corresponding to the position type with the highest adaptability, so that the chess position of each virtual character after the formation is more reasonable and more in line with the characteristic attributes of the virtual character, thereby exerting the competitive ability of the virtual character in the turn-based chess game. By assigning the virtual character to the M position types, the player does not need to frequently open the virtual character's attribute display interface to calculate the virtual character's character type, virtual equipment and other information, thereby reducing the player's operating pressure and increasing the probability of winning.

[0173] Step 540 : Determine the position of each virtual character in the M character groups in the virtual scene according to the first position and the position types corresponding to the M character groups.

[0174] According to the first standing position and the standing position types corresponding to the M character groups, the position of each virtual character in the M character groups in the first standing position is determined.

[0175] In some embodiments, the above step 540 includes at least one sub-step of steps 541 to 547 (not shown in the figure).

[0176] When the first station is a preset station, the process includes step 541 and step 542 .

[0177] Step 541: Obtain position priority data corresponding to the preset positions for M types of positions, where the position priority data is used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer.

[0178] For each preset station, a position priority table corresponding to each station type is pre-written when writing the game program. The position priority data refers to the data corresponding to the position priority table. The position priority table contains T positions in the virtual scene arranged in order of priority from high to low. The T positions refer to the T chess positions on the chessboard area in the virtual scene, and the chessboard area contains a total of T chess positions. Figure 22 shows a schematic diagram of the position priority table. Each preset station corresponds to two station types, and each station type corresponds to a position priority data, T is 6. For the front row station type of preset station 1, the T positions in the virtual scene arranged in order of priority from high to low are (3,3)(4,3)(1,3)(6,3)(2,3)(5,3), where (3,3) represents the 3rd row and 3rd column in the chessboard area.

[0179] Step 542: For the jth standing position type among the M standing position types, each virtual character in the jth character group among the M character groups is occupied starting from the available position with the highest priority among the T positions in descending order of the scores corresponding to the virtual characters for the jth standing position type, and the position of each virtual character in the jth character group in the virtual scene is determined. The standing position type corresponding to the jth character group is the jth standing position type, and j is a positive integer less than or equal to M.

[0180] For each virtual character in the j-th character group among the M character groups, sort them from high to low according to the score corresponding to the j-th position type of the virtual character, and occupy them starting from the available position with the highest priority among the T positions in order from high to low. Among them, the available position refers to the position where the virtual character can be placed. In some embodiments, the player of the party or the enemy player can use effect cards to occupy part of the chess squares in the chess and card area, and the occupied chess squares cannot be used to place virtual characters. In some embodiments, when the virtual characters in other character groups are arranged, part of the chess square positions have been occupied, and other virtual characters cannot be placed in the occupied chess squares. Therefore, the available position refers to the chess square position that is not occupied by the effect card and has not been placed by other virtual characters.

[0181] For example, for the front row position type of the preset position 1 in the position priority table shown in FIG22, the virtual characters in the front row character group are virtual character 1, virtual character 2, and virtual character 3 in descending order according to the scores corresponding to the virtual characters for the j-th position type. Then, virtual character 1, virtual character 2, and virtual character 3 are sequentially occupied starting from the highest priority available position among the 6 positions. Among them, (4,3) and (1,3) are unavailable positions, so virtual character 1 is placed at the position corresponding to (3,3), skipping (4,3) and (1,3), virtual character 2 is placed at the position corresponding to (6,3), and virtual character 3 is placed at the position corresponding to (2,3).

[0182] In some embodiments, the number of virtual characters in each character group is obtained, and the virtual characters in each character group are arranged in ascending order of the number of virtual characters. For example, if the first character group includes 3 virtual characters, the second character group includes 4 virtual characters, and the third character group includes 2 virtual characters, the virtual characters in the third character group are arranged first, followed by the virtual characters in the first character group, and finally the virtual characters in the second character group.

[0183] Figure 23 shows a flowchart of the formation algorithm corresponding to the preset positions. The M character groups include a front-row character group and a back-row character group. The front-row character group corresponds to the front-row position type, and the back-row character group corresponds to the back-row position type. First, obtain the character scores of each virtual character for the front-row position type and the character scores of each virtual character for the back-row position type, and obtain the equipment scores of the virtual equipment equipped by each virtual character for the front-row position type and the equipment scores of the virtual equipment equipped by each virtual character for the back-row position type. According to the character scores of each virtual character for the position type and the equipment scores of the virtual equipment equipped by each virtual character for the position type, calculate the score of each virtual character for the front-row position type (i.e., the front-row score in Figure 22) and the score of each virtual character for the back-row position type (i.e., the back-row score in Figure 22). For each virtual character, if the front-row score is greater than the back-row score, assign the virtual character to the front-row character group; if the back-row score is greater than the front-row score, assign the virtual character to the back-row character group. In this way, the front-row character group and the back-row character group are obtained. As shown in Figure 22, the front-row character group contains a virtual characters, and the back-row character group contains b virtual characters. If b > a, first arrange the virtual characters in the front-row character group, and then arrange the virtual characters in the back-row character group. If b < a, first arrange the virtual characters in the back-row character group, and then arrange the virtual characters in the front-row character group. The arrangement will start from the highest-priority available position and occupy the positions in descending order of the scores of the virtual characters corresponding to the position type, obtaining the positions of each virtual character in the virtual scene in each character group, that is, the final formation result. By configuring the corresponding position priority data for each of the M position types of the preset positions, the virtual characters in the character group can start from the highest-priority available position and occupy the positions in descending order of the scores of the virtual characters corresponding to the position type, enabling each virtual character to determine a position with high fitness in the virtual scene, thereby improving the rationality of the virtual character formation, further exerting the competitive ability of the virtual characters in the turn-based chess game, reducing the operation pressure of the player, and increasing the winning probability of one's own side.

[0184] In the case where the first position is the recommended formation position, it includes steps 543 to 547.

[0185] Step 543, assign at least one recommended virtual character to the M recommended character groups, and the recommended character groups are divided according to the position type.

[0186] Obtain at least one recommended virtual character in the recommended formation position. Refer to the embodiment corresponding to step 520 above and assign at least one recommended virtual character to the M recommended character groups. Optionally, there may be no recommended virtual character in a recommended character group.

[0187] Step 544, for the j-th standing position type among the M standing position types, determine the position sorting data corresponding to the j-th recommended character group according to the scores corresponding to the j-th standing position type of each recommended virtual character in the j-th recommended character group among the M recommended character groups, the position sorting data is used to indicate K positions in the virtual scene arranged in descending order according to the scores corresponding to the recommended virtual characters for the j-th standing position type, where K is a positive integer.

[0188] The j-th recommended character group contains K recommended virtual characters. According to the scores corresponding to the j-th standing type of each recommended virtual character in the j-th recommended character group, the positions of the K recommended virtual characters in the virtual scene are sorted in descending order to obtain the sorted K positions.

[0189] For example, if the j-th recommended character group includes recommended virtual character 1, recommended virtual character 2 and recommended virtual character 3, and the scores corresponding to each recommended virtual character for the j-th standing position type are, in descending order, recommended virtual character 2, recommended virtual character 1 and recommended virtual character 3, then the three sorted positions included in the position sorting data corresponding to the j-th recommended character group are, respectively, recommended position 2 corresponding to recommended virtual character 2, recommended position 1 corresponding to recommended virtual character 1 and recommended position 3 corresponding to recommended virtual character 3.

[0190] Step 545, occupy each virtual character in the j-th character group among the M character groups, starting from the available position with the highest score among the K positions, in descending order of the scores corresponding to the j-th standing position type of the virtual characters, to determine the position of each virtual character in the j-th character group in the virtual scene, the standing position type corresponding to the j-th character group is the j-th standing position type, and j is a positive integer less than or equal to M.

[0191] For example, if the number of available positions in the K positions is greater than or equal to the number of virtual characters in the j-th character group, the virtual characters in the j-th character group will be occupied starting from the available position with the highest score in the K positions in descending order of the scores corresponding to the j-th standing type of the virtual characters, to determine the position of each virtual character in the j-th character group in the virtual scene.

[0192] For example, the number of available positions in the K positions is 3, and according to the order of the scores corresponding to the recommended virtual characters for the j-th position type, they are arranged in sequence as recommended position 2, recommended position 1, and recommended position 3. The number of virtual characters in the j-th character group is 2, and according to the order of the scores corresponding to the virtual characters for the j-th position type, they are arranged in sequence as virtual character 1 and virtual character 2. Then virtual character 1 is placed in recommended position 2, and virtual character 2 is placed in recommended position 1. By sorting the positions in the recommended lineup according to the scores, the virtual characters in the character group can occupy the available positions with the highest scores in the recommended character group in the order of the scores corresponding to the virtual characters for the position types, starting from the highest score. This allows each virtual character to determine a position that is highly compatible with it in the virtual scene, thereby improving the rationality of the virtual character's lineup, reducing the player's operating pressure, and increasing the team's chances of winning.

[0193] Exemplarily, steps 543 to 545 can be combined with step 520 above, step 560 below, and step 420 in FIG. 16 to form a new embodiment and implemented separately, and this application does not limit this.

[0194] Step 546: If the number of available positions in the K positions is less than the number of virtual characters in the j-th character group, obtain the position priority data corresponding to the first station for the M types of stations, where the position priority data is used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer.

[0195] In this step, the first station is any one of at least one preset station. For example, the number of available positions in the K positions is 3, and according to the score corresponding to the recommended virtual character for the j-th station type, they are arranged in descending order as recommended position 2, recommended position 1, and recommended position 3. The number of virtual characters in the j-th character group is 4, and according to the score corresponding to the virtual character for the j-th station type, they are arranged in descending order as virtual character 1, virtual character 2, virtual character 3, and virtual character 4. Referring to the embodiment of steps 543 to 545 above, virtual character 1, virtual character 2, and virtual character 3 are arranged to determine the positions of virtual character 1, virtual character 2, and virtual character 3 in the virtual scene, that is, virtual character 1 corresponds to recommended position 2, virtual character 2 corresponds to recommended position 1, and virtual character 3 corresponds to recommended position 3. For determining the position of virtual character 4 in the virtual scene, reference can be made to the embodiment of steps 541 to 542 above, which will not be repeated here. The first station is one of the preset stations. The selection rule for the first station can be a preset station defined by the game programmer when compiling the game, or a preset station selected by the player independently, or a preset station that is used more frequently as determined by the game program based on the usage probability of the preset stations in big data. This application does not impose any restrictions on this.

[0196] Step 547, the remaining virtual characters in the j-th character group are occupied starting from the highest priority available position among the T positions corresponding to the position priority data in descending order of the scores corresponding to the j-th standing position type of the remaining virtual characters, to determine the positions of the remaining virtual characters in the virtual scene.

[0197] The remaining virtual characters in the j-th character group are positioned in the virtual scene according to the embodiments of steps 541 to 542 .

[0198] By arranging the remaining virtual characters according to the arrangement algorithm corresponding to the preset positions, the difficulty of the system's arrangement is reduced and the rationality of the virtual character arrangement is improved while ensuring the compatibility of the virtual characters with the positions in the virtual scene.

[0199] Figure 24 shows a flowchart of the formation algorithm corresponding to the recommended lineup positions. The M character groups include a front-row character group and a back-row character group. The front-row character group corresponds to the front-row position type, and the back-row character group corresponds to the back-row position type. First, for at least one recommended virtual character in the recommended lineup positions, a score corresponding to the front-row position type and a score corresponding to the back-row position type are calculated for each recommended virtual character. Based on the scores for each recommended virtual character for the position type, the at least one recommended virtual character is assigned to the front-row recommended character group and the back-row recommended character group, respectively. Simultaneously, for at least one virtual character in the player lineup, a score corresponding to the front-row position type and a score corresponding to the back-row position type are calculated for each virtual character. Based on the scores for each virtual character for the position type, the at least one virtual character is assigned to the front-row character group and the back-row character group, respectively. The front-row recommended character group contains s recommended virtual characters, and the back-row recommended character group contains t recommended virtual characters. Each recommended virtual character corresponds to a recommended chess square. According to the front-row recommended character group and the ranking within the front-row character group, each virtual character in the front-row character group is sequentially placed on the recommended chess square corresponding to each recommended virtual character in the front-row recommended character group. Also, according to the back-row recommended character group and the ranking within the back-row character group, each virtual character in the back-row character group is sequentially placed on the recommended chess square corresponding to each recommended virtual character in the back-row recommended character group. For the remaining virtual characters in the character group, the formation is arranged according to the formation algorithm corresponding to the preset positions to determine the chess square position of each remaining virtual character in the virtual scene.

[0200] Step 560: Display at least one virtual character based on the first station arrangement in the virtual scene according to the position of each virtual character in the M character groups in the virtual scene.

[0201] After determining the position of each virtual character in the M character groups in the virtual scene, each virtual character in the M character groups is placed on a corresponding chessboard position in the virtual scene, resulting in at least one virtual character in a formation based on the first position. The character formation interface is displayed as a chessboard interface after the formation. By employing a formation algorithm based on the first position, the N virtual characters in the formation are arranged so that each virtual character can determine a position in the virtual scene that best matches the first position. This improves the rationality of the virtual character formation, satisfies the player's gaming experience requirements, reduces the player's operational pressure and difficulty, saves time spent on virtual character formation in a turn-based chess game, enhances the gaming experience, and increases the number of games supported per unit time by a server providing backend support for the turn-based chess game.

[0202] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.

[0203] Please refer to Figure 25, which shows a block diagram of a device for arranging characters in a virtual scene provided by an embodiment of the present application. The device has the function of implementing the above-mentioned method for arranging characters in a virtual scene, and the function can be implemented by hardware or by hardware executing corresponding software. The device can be the terminal device introduced above, or it can be set in a terminal device. As shown in Figure 25, the device 600 may include: a display module 610 for executing step 420 in the embodiment of Figure 16. An array module 620 for executing step 440 in the embodiment of Figure 16.

[0204] In some embodiments, the formation module 620 includes: a character allocation unit for allocating N virtual characters to be formed into M character groups, wherein the character groups are divided according to position types, and N and M are both positive integers. A position determination unit for determining the position of each virtual character in the M character groups in the virtual scene based on the first position and the position types corresponding to the M character groups. A formation unit for displaying at least one virtual character based on the first position formation in the virtual scene according to the position of each virtual character in the M character groups in the virtual scene.

[0205] In some embodiments, the role assignment unit is used to: for the i-th virtual character among the N virtual characters, determine the scores corresponding to the i-th virtual character for M types of standing positions, and obtain M scores, where i is a positive integer less than or equal to N; assign the i-th virtual character to the role group corresponding to the first standing position type among the M types of standing positions, wherein the first standing position type refers to the standing position type corresponding to the maximum value of the M scores.

[0206] In some embodiments, the role allocation unit is used to: for the jth position type among the M position types, obtain the role score of the i-th virtual character corresponding to the j-th position type, the role score is used to characterize the adaptability of the virtual character to the j-th position type, and j is a positive integer less than or equal to M; if the i-th virtual character is equipped with L virtual equipment, obtain the equipment score of each of the L virtual equipment for the j-th position type, the equipment score is used to characterize the adaptability of the virtual equipment for the j-th position type, and L is a positive integer; calculate the score of the i-th virtual character for the j-th position type based on the role score of the i-th virtual character for the j-th position type and the equipment score of each of the L virtual equipment for the j-th position type; and obtain the M scores based on the scores of the i-th virtual character for the M position types.

[0207] In some embodiments, the position determination unit is used to: when the first station is the preset station, obtain the position priority data corresponding to the preset station for the M types of station types, the position priority data is used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer; for the j-th station type among the M types of station types, occupy each virtual character in the j-th character group among the M character groups, starting from the available position with the highest priority among the T positions, in order of the scores corresponding to the virtual characters for the j-th station type, to determine the position of each virtual character in the j-th character group in the virtual scene, the station type corresponding to the j-th character group is the j-th station type, and j is a positive integer less than or equal to M.

[0208] In some embodiments, the position determination unit is used to: when the first position is the recommended lineup position, assign the at least one recommended virtual character to M recommended character groups, the recommended character groups being divided according to position type; for the jth position type among the M position types, determine the position sorting data corresponding to the jth recommended character group according to the scores corresponding to the jth position type of each recommended virtual character in the jth recommended character group among the M recommended character groups, the position sorting data being used to indicate K positions in the virtual scene arranged in descending order according to the scores corresponding to the recommended virtual characters for the jth position type, where K is a positive integer; occupy the available positions with the highest scores among the K positions starting from the virtual characters in the jth character group among the M character groups in descending order according to the scores corresponding to the jth position type of each virtual character, and determine the positions of the virtual characters in the jth character group in the virtual scene, where the position type corresponding to the jth character group is the jth position type, and j is a positive integer less than or equal to M.

[0209] In some embodiments, the first station is any one of the at least one preset station, and the position determination unit is configured to: if the number of available positions in the K positions is less than the number of virtual characters in the j-th character group, obtain position priority data corresponding to the first station for each of the M station types, the position priority data being used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer;

[0210] The remaining virtual characters in the j-th character group are occupied starting from the available positions with the highest priority among the T positions corresponding to the position priority data in descending order of the scores corresponding to the j-th standing position type of the remaining virtual characters, to determine the positions of the remaining virtual characters in the virtual scene.

[0211] In some embodiments, the M character groups include a front-row character group and a back-row character group, the standing position type corresponding to the front-row character group is the front-row standing type, and the standing position type corresponding to the back-row character group is the back-row standing type; the character allocation unit is used to: if the score of the i-th virtual character corresponding to the front-row standing type is greater than the score of the i-th virtual character corresponding to the back-row standing type, then the i-th virtual character is allocated to the front-row character group; if the score of the i-th virtual character corresponding to the back-row standing type is greater than the score of the i-th virtual character corresponding to the front-row standing type, then the i-th virtual character is allocated to the back-row character group.

[0212] In some embodiments, the apparatus 600 further includes a mirror display module, wherein the mirror display module is configured to:

[0213] In response to the operation of selecting the first station, the first station displayed in the character formation interface is switched to a mirrored station, where the mirrored station is a station obtained by performing a mirroring operation on the first station.

[0214] In some embodiments, the mirror display module is configured to: in response to an operation of selecting the mirror position, display at least one virtual character arranged based on the mirror position in the virtual scene.

[0215] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0216] Please refer to Figure 26, which shows a block diagram of a computer device 700 provided in one embodiment of the present application. The computer device 700 can be any electronic device with data computing, processing, and storage capabilities. The computer device 700 can be used to implement the character formation method in the virtual scene provided in the above embodiment.

[0217] Typically, the computer device 700 includes a processor 701 and a memory 702 .

[0218] The processor 701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 701 may also include an AI processor for processing computing operations related to machine learning.

[0219] The memory 702 may include one or more computer-readable storage media, which may be non-transitory. The memory 702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 702 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned method for character formation in the virtual scene.

[0220] Those skilled in the art will appreciate that the structure shown in FIG. 26 does not limit the computer device 700 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.

[0221] In an illustrative embodiment, a computer-readable storage medium is also provided, storing a computer program that, when executed by a processor of a computer device, implements the aforementioned method for arranging characters in a virtual scene. Optionally, the computer-readable storage medium may be a ROM (Read-Only Memory), a RAM (Random Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, or an optical data storage device.

[0222] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the above-described method for arranging characters in a virtual scene.

[0223] It should be noted that this application can display a prompt interface, pop-up window or output voice prompt information before collecting the user's relevant data and during the process of collecting the user's relevant data. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are processed strictly in accordance with the requirements of relevant national laws and regulations. The informed consent or separate consent of the personal information subject is obtained only when the user agrees and authorizes it to collect the data. Subsequent data use and processing are carried out within the scope of authorization of laws and regulations and the personal information subject, and the collection, use and processing of relevant user data must comply with the relevant laws, regulations and standards of relevant countries and regions.

[0224] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.

[0225] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A method for arranging characters in a virtual scene, the method being executed by a terminal, the method comprising: Displaying a character formation interface, wherein the character formation interface displays a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, each of the positions occupying at least one position among a plurality of positions included in the virtual scene; In response to an operation of selecting a first position, at least one virtual character arranged based on the first position is displayed in the virtual scene, wherein the first position is any one of the at least one recommended lineup position and the at least one preset position.

2. The method according to claim 1, wherein The displaying of at least one virtual character based on the first station arrangement in the virtual scene includes: Assign N virtual characters to be deployed into M character groups, where the character groups are divided according to their position types, and N and M are both positive integers; Determining a position of each virtual character in the M character groups in the virtual scene according to the first standing position and the standing position types corresponding to the M character groups; According to the position of each virtual character in the M character groups in the virtual scene, at least one virtual character based on the first station arrangement is displayed in the virtual scene.

3. The method according to claim 2, wherein: The step of allocating the N virtual characters to be deployed into the M character groups includes: For the i-th virtual character among the N virtual characters, determine the scores corresponding to the i-th virtual character for the M types of standing positions, to obtain M scores, where i is a positive integer less than or equal to N; The i-th virtual character is assigned to a character group corresponding to a first standing position type among the M standing position types, wherein the first standing position type refers to a standing position type corresponding to a maximum value among the M scores.

4. The method according to claim 3, wherein: Determining the scores corresponding to the i-th virtual character for the M types of standing positions to obtain M scores includes: For the j-th standing position type among the M standing position types, obtaining a character score corresponding to the i-th virtual character for the j-th standing position type, where the character score is used to represent the adaptability of the virtual character for the j-th standing position type, where j is a positive integer less than or equal to M; If the i-th virtual character is equipped with L virtual equipment, then obtain an equipment score corresponding to each of the L virtual equipment for the j-th standing position type, where the equipment score is used to represent the adaptability of the virtual equipment for the j-th standing position type, and L is a positive integer; Calculate the score of the i-th virtual character for the j-th position type based on the character score of the i-th virtual character for the j-th position type and the equipment score of each of the L virtual equipment for the j-th position type; The M scores are obtained according to the scores of the i-th virtual character corresponding to the M types of standing positions.

5. The method according to claim 3, wherein Determining the position of each virtual character in the M character groups in the virtual scene according to the first standing position and the standing position types corresponding to the M character groups includes: When the first station is the preset station, obtaining position priority data corresponding to the preset station for the M types of station, the position priority data being used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer; For the jth standing position type among the M standing position types, each virtual character in the jth character group among the M character groups is occupied starting from the available position with the highest priority among the T positions in descending order of the scores corresponding to the virtual characters for the jth standing position type, and the position of each virtual character in the jth character group in the virtual scene is determined. The standing position type corresponding to the jth character group is the jth standing position type, and j is a positive integer less than or equal to M.

6. The method according to claim 3, wherein: Determining the position of each virtual character in the M character groups in the virtual scene according to the first standing position and the standing position types corresponding to the M character groups includes: In a case where the first standing position is the recommended lineup standing position, the at least one recommended virtual character is assigned to M recommended character groups, where the recommended character groups are divided according to standing position type; For a j-th standing position type among the M standing position types, determining position ranking data corresponding to the j-th recommended character group based on scores corresponding to the j-th standing position type for each recommended virtual character in the j-th recommended character group among the M recommended character groups, the position ranking data being used to indicate K positions in the virtual scene arranged in descending order according to scores corresponding to the recommended virtual characters for the j-th standing position type, where K is a positive integer; Each virtual character in the j-th character group among the M character groups is occupied starting from the available position with the highest score among the K positions in descending order of the scores corresponding to the j-th standing position type of the virtual characters, and the position of each virtual character in the j-th character group in the virtual scene is determined. The standing position type corresponding to the j-th character group is the j-th standing position type, and j is a positive integer less than or equal to M.

7. The method according to claim 6, wherein: The first station is any one of the at least one preset station, and the method further includes: If the number of available positions in the K positions is less than the number of virtual characters in the j-th character group, obtaining position priority data corresponding to the first position for each of the M position types, the position priority data being used to indicate T positions in the virtual scene arranged in descending order of priority, where T is a positive integer; The remaining virtual characters in the j-th character group are occupied starting from the available positions with the highest priority among the T positions corresponding to the position priority data in descending order of the scores corresponding to the j-th standing position type of the remaining virtual characters, to determine the positions of the remaining virtual characters in the virtual scene.

8. The method according to claim 3, wherein: The M character groups include a front-row character group and a back-row character group, the standing position type corresponding to the front-row character group is the front-row standing position type, and the standing position type corresponding to the back-row character group is the back-row standing type; The assigning the i-th virtual character to a character group corresponding to a first standing position type among the M standing position types includes: If the score of the i-th virtual character corresponding to the front row standing type is greater than the score of the i-th virtual character corresponding to the back row standing type, assigning the i-th virtual character to the front row character group; If the score of the i-th virtual character corresponding to the back row standing type is greater than the score of the i-th virtual character corresponding to the front row standing type, the i-th virtual character is assigned to the back row character group.

9. The method according to claim 1, wherein: The method further comprises: In response to the operation of selecting the first station, the first station displayed in the character formation interface is switched to a mirrored station, where the mirrored station is a station obtained by performing a mirroring operation on the first station.

10. The method according to claim 9, wherein: The method further comprises: In response to an operation of selecting the mirror position, at least one virtual character arranged based on the mirror position is displayed in the virtual scene.

11. A device for arranging characters in a virtual scene, the device comprising: a display module for displaying a character formation interface, wherein the character formation interface displays a virtual scene and at least one recommended lineup position and at least one preset position, wherein the recommended lineup position refers to the position of a recommended lineup composed of at least one recommended virtual character, and the preset position refers to a pre-set position, each of the positions occupying at least one position among a plurality of positions included in the virtual scene; A formation module is used to display at least one virtual character based on the first position in the virtual scene in response to an operation of selecting a first position, wherein the first position is any one of the at least one recommended lineup position and the at least one preset position.

12. A computer device comprising a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the method for arranging characters in a virtual scene as described in any one of claims 1 to 10.

13. A computer-readable storage medium, wherein a computer program is stored in the computer-readable storage medium, wherein the computer program is loaded and executed by a processor to implement the method for arranging characters in a virtual scene according to any one of claims 1 to 10.

14. A computer program product, comprising a computer program, wherein the computer program is loaded and executed by a processor to implement the method for arranging characters in a virtual scene according to any one of claims 1 to 10.

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